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Other than those, the closest you can get to targetting a specific body part is positioning the attacking 'Mech in the right arc of the enemy. So if you've worn down their left-torso, try to position the one making the next attack onto the target's left - this changes the potential locations you'll hit (shown by a pulsing red highlight around the target's damage readout at the top of the screen when selecting a target).
Accuracy: This is displayed on the weapon's panel in the bottom-right as a percentage beside each weapon (showing that particular weapon's chances to hit - you can mouse over a weapon to get a tooltip showing what modifiers are being applied to that weapon's attack). Mousing over an enemy while setting your facing (but before confirming it) can let you preview what chances to hit you'll have from that location before you make the move.
As for the S and A values you mentioned; those are basically HP. A is how many armour points the 'Mech (or the specific location if you're mousing over a particular part) has left while S is how many structure points are left (a location is destroyed when it loses all of its structure points).
And can armor points be lowered? Or does it work like a static number thats a base defense, where incoming damage goes through that first and left over goes to structure points? Sorry for all the questions.
A mech's arm has, say, 40/60 armor and 30/30 structure.
You hit it with a weapon that does 50 damage. 40 points go off the armor, leaving 0/60. 10 points go off the structure, leaving 20/30.
And there's no cooldown on called shots - as long as a 'Mech is on its back or shutdown, you can make as many called shots on it as you like.
Precision Strike, on the other hand, is another issue. It's fuelled by Morale, that blue bar to the left of your pilots' portraits. It slowly builds by a point or two each round, and gains larger boosts when you knock out a 'Mech's section or killing a 'Mech. Precision Strike has no cooldown, but it does cost 25 Morale to use (the Morale bar will show how much you'll lose before you confirm the shot, BTW). It also improves your odds to hit as well, forgot to mention that.
Vigilance works the same way and costs the same amount of Morale, but is a defensive action that gives the 'Mech Guarded and Entrenched as well as removing all stability damage (so same as Bracing) but doesn't end the 'Mech's turn.
One, once armor is breached -- hits to internal structure can roll critical hits on components within that part. A weapon will be impaired (worse accuracy) with one critical hit and permanently ruined on a second; other components will be destroyed with one critical hit. A critical hit on an ammo storage component causes it to explode, destroying that entire part and injuring the pilot.
Two, and this is just for the player to care about, armor is free and instant to repair between battles. Damage to internal structure takes time and money to repair, even if the limb hasn't been removed and no components were damaged.